Hi everyone,
I’ve basically implemented https://transvoxel.org/ using FDynamicMesh3 so when I’m playing and digging, the mesh gets rebuilt, all editable / changes in runtime. Vertices have their material (e.g. ‘grass/stone/etc’) stored as a vertex attribute. Similar approach to Smooth terrains - Voxel Tools documentation
Choosing textures based on vertex attributes seems trivial.
Question: what is the easiest way to use Unreal Engine’s tools related for grass not to reinvent the wheel? Any links are welcome, just need general directions, I’ll dig further myself.
Absolutely every tutorial I found starts drawing with a paintbrush in the editor. But for my use-case, the mesh gets mutated dynamically and I just need grass wherever the vertex attribute for grass is non-zero.
Or even simpler: see “green” texture - populate grass on top. A triangle disappears from FDynamicMesh3 after getting digged - grass should disappear